The co-op is poorly designed, only the host gets rewards for a playthrough not to mention that GoG and Steam versions are not compatible with one another. It feels really amateurish.
Considering the game can be finished in 4-6 hours it looks like it's just another dirty trick of prolonging the game length..as in first you help me (get codexes and progress through the game) and then I'll help you (coz you haven't got shit when playing with me)...
-Weapons with different tiers of power depending on the floor they were found on
-Resurrecting friends in co-op. If you don't res them, they can respawn, albeit with 0-level gear
-Friendly fire in co-op
-Two weapon slots
-A shield bash that knocks back enemies (and friends)
-Respawning doesn't wipe your learned recipes
-Potion icons are shuffled every new game, any given color potion will have different effects on different playthroughs
-Enemies are tied to environments, which are determined by dungeon level
-Ranged weapons, including magic wands and offhand crossbows
-Fire bombs, electricity bombs, freeze bombs
-Character dyes unlocked by completing objectives and spending a persistent currency
-Charge attacks
-Elemental weapons
-Over 100 "weapon sets"
-Blessing of the Gods: a fountain in the elevator room where you can spend your gems to increase your max health
EDIT (thanks to Appdude 13, Qkels and donttalknojive):
-Secret rooms, found occasionally by reading the writing on the walls
-Codices. Unlocked with the persistent currency, will affect gameplay in one way or another. Seems like they can also be upgraded when going further into Necropolis (The upgrading part is just educated guess because the Codices show a tier level)
-When playing co-op, each player gets a copy of the save file they all contributed to, they can then individually continue from where they left off if they wish.
-Dying in co-op supposedly doesn't remove Blessing of the Gods
-Certain enemy types are hostile on sight towards other type (for example, Gem Eaters & Grines are hostile towards each other), often ignoring the player and focusing on each other instead. And enemies can hurt each other.
-Blocking at full stamina provides 100% damage resist. Blocking when stamina <100% will cause bleedthrough.
-There are procedural minibosses - large single opponents who may be leading a group. They are higher difficulty than regular mobs and appear to be dungeon region based. Known example: The Spider Queen
-Armors of higher tier provide additional armor value as well as bonus effects: Plate armor = bonus to enemy knockback and slower movement. Ninja armor = higher movememt speed (may also be more difficult to detect player).
-Golden token chests allow players to spend quest objective currency during a run for guaranteed "sweet loot"
-Certain enemy types are week to specific elements. Known example: Skeletons weak to "arcane" damage, which looks like electricity.
-Shops are located randomly throughout the necropolis. Players spend "gems" for gear. The blessing of the gods also costs gems so will reduce the buying power of the player.
PPS
Quote:
Thats not how it works, there are no rewards other than the codex fragments, which are kept regardless of who you are/server
I got like 15 euros on my Steam wallet, I'm not sure if I should buy it. The lack of keybindings sure is a turn off.
There's no real reason to hurry, wait a few hours and see what the initial impressions on the forums are and what the reviews are averaging to and then decide based on more data or how to say.
(Or just wait for a discount later on or a cheap third-party key alternative.)
EDIT: Oh and initial forum impressions as of this post are about the game not starting, various bugs, poor performance and the usual complaints, doesn't mean it's bad feedback but for example someone trying to run the game in "4K" on a Intel integrated GPU is going to struggle a bit.
(In short, it's the Steam forums, there's usually a storm of complaints after each new release on their respective community forum even for more polished releases plus the usual hostile community and various trolling threads, it's still usable but eh it's a bit problematic to put it lightly but you can find good information too.)
They have a resolution scale option and if you set it to max then you get low performance(at least according to steam forums) . Now, as I understand it is kinda of supersampling, I guess.
I'm getting like 190 fps if I set everything to max but don't touch render resolution option.
Overall it looks OK controls wise but
- making Ctrl a dodge move is a mistake , ALT is much easier to use when you play with WASD
- V - running? Jeez..
My biggest fucking pet-peeve when it comes to modern gaming. If a developer can't even take 30 minutes out of his schedule to implement the absolute most basic "feature" (a requirement really), how much care and attention do you think he's going to give the rest of the game?
It just comes across as incredibly lazy and amateurish.
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